// MIT License

// Copyright (c) 2019 Erin Catto

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:

// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

#include "test.h"

/// This tests bullet collision and provides an example of a gameplay scenario.
/// This also uses a loop shape.
class Pinball : public Test
{
public:
  Pinball()
  {
    // Ground body
    b2Body* ground = NULL;
    {
      b2BodyDef bd;
      ground = m_world->CreateBody(&bd);

      b2Vec2 vs[5];
      vs[0].Set(-8.0f, 6.0f);
      vs[1].Set(-8.0f, 20.0f);
      vs[2].Set(8.0f, 20.0f);
      vs[3].Set(8.0f, 6.0f);
      vs[4].Set(0.0f, -2.0f);

      b2CreateLoop(ground, vs, 5);
    }

    // Flippers
    {
      b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f);

      b2BodyDef bd;
      bd.type = b2_dynamicBody;

      bd.position = p1;
      b2Body* leftFlipper = m_world->CreateBody(&bd);

      bd.position = p2;
      b2Body* rightFlipper = m_world->CreateBody(&bd);

      b2PolygonShape box;
      box.SetAsBox(1.75f, 0.1f);

      b2FixtureDef fd;
      fd.shape = &box;
      fd.density = 1.0f;

      leftFlipper->CreateFixture(&fd);
      rightFlipper->CreateFixture(&fd);

      b2RevoluteJointDef jd;
      jd.bodyA = ground;
      jd.localAnchorB.SetZero();
      jd.enableMotor = true;
      jd.maxMotorTorque = 1000.0f;
      jd.enableLimit = true;

      jd.motorSpeed = 0.0f;
      jd.localAnchorA = p1;
      jd.bodyB = leftFlipper;
      jd.lowerAngle = -30.0f * b2_pi / 180.0f;
      jd.upperAngle = 5.0f * b2_pi / 180.0f;
      m_leftJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);

      jd.motorSpeed = 0.0f;
      jd.localAnchorA = p2;
      jd.bodyB = rightFlipper;
      jd.lowerAngle = -5.0f * b2_pi / 180.0f;
      jd.upperAngle = 30.0f * b2_pi / 180.0f;
      m_rightJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
    }

    // Circle character
    {
      b2BodyDef bd;
      bd.position.Set(1.0f, 15.0f);
      bd.type = b2_dynamicBody;
      bd.bullet = true;

      m_ball = m_world->CreateBody(&bd);

      b2CircleShape shape;
      shape.m_radius = 0.2f;

      b2FixtureDef fd;
      fd.shape = &shape;
      fd.density = 1.0f;
      m_ball->CreateFixture(&fd);
    }

    m_button = false;
  }

  void Step(Settings& settings) override
  {
    if (m_button)
    {
      m_leftJoint->SetMotorSpeed(20.0f);
      m_rightJoint->SetMotorSpeed(-20.0f);
    }
    else
    {
      m_leftJoint->SetMotorSpeed(-10.0f);
      m_rightJoint->SetMotorSpeed(10.0f);
    }

    Test::Step(settings);

    g_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers");
    m_textLine += m_textIncrement;

  }

  void Keyboard(int key) override
  {
    switch (key)
    {
    case GLFW_KEY_A:
      m_button = true;
      break;
    }
  }

  void KeyboardUp(int key) override
  {
    switch (key)
    {
    case GLFW_KEY_A:
      m_button = false;
      break;
    }
  }

  static Test* Create()
  {
    return new Pinball;
  }

  b2RevoluteJoint* m_leftJoint;
  b2RevoluteJoint* m_rightJoint;
  b2Body* m_ball;
  bool m_button;
};

static int testIndex = RegisterTest("Examples", "Pinball", Pinball::Create);
